namespace GAS.General { public static class GASTextDefine { public const string TITLE_SETTING = "设置"; public const string TITLE_PATHS = "路径"; public const string TITLE_BASE_INFO = "基本信息"; public const string TITLE_DESCRIPTION = "描述"; #region GASSettingAsset public const string TIP_CREATE_GEN_AscUtilCode = "生成ASC拓展类之前,一定要保证Ability,AttributeSet的集合工具类已经生成。因为ASC拓展类依赖于此"; public const string TIP_CREATE_FOLDERS = "如果你修改了EX-GAS的配置Asset路径,请点击这个按钮来确保所有子文件夹和基础配置文件正确生成。"; public const string LABEL_OF_CodeGeneratePath = "脚本生成路径"; public const string LABEL_OF_GASConfigAssetPath = "配置文件Asset路径"; public const string BUTTON_CheckAllPathFolderExist = " 检查子目录和基础配置"; public const string BUTTON_GenerateAscExtensionCode = " 生成AbilitySystemComponentExtension类脚本"; #endregion #region Tag public const string BUTTON_ExpandAllTag = "展开全部"; public const string BUTTON_CollapseAllTag = "折叠全部"; public const string BUTTON_AddTag = "添加Tag"; public const string BUTTON_RemoveTag = "移除Tag"; public const string BUTTON_GenTagCode = "生成TagLib"; #endregion #region Attribute public const string TIP_Warning_EmptyAttribute = "Attribute名不准为! " + "Please check!"; public const string BUTTON_GenerateAttributeCollection = " 生成AttrLib"; public const string TIP_Warning_DuplicatedAttribute = "The Attribute名 禁止 重复!\n" + "重复的Attributes名: {0} ."; #endregion #region AttributeSet public const string ERROR_DuplicatedAttribute = "存在重复Attribute!"; public const string ERROR_Empty = "AttributeSet至少要有一个Attribute!"; public const string ERROR_EmptyName = "AttributeSet名不可以为空!"; public const string ERROR_InElements = "请先修复AttributeSet的提示错误!"; public const string ERROR_DuplicatedAttributeSet = "存在重复AttributeSet!\n" + " -> {0}"; public const string BUTTON_GenerateAttributeSetCode = " 生成AttrSetLib"; #endregion #region GameplayEffect public const string TIP_BASE_INFO="仅用于描述,方便理解。"; public const string TIP_GE_POLICY="Instant=瞬时,Duration=持续性,Infinite=永久"; public const string LABLE_GE_NAME = "效果名称"; public const string LABLE_GE_DESCRIPTION = "效果描述"; public const string TITLE_GE_POLICY="Gameplay Effect实施策略"; public const string LABLE_GE_POLICY = "时限策略"; public const string LABLE_GE_DURATION = "持续时间"; public const string LABLE_GE_INTERVAL = "间隔时间"; public const string LABLE_GE_EXEC = "间隔效果"; public const string LABLE_GE_SnapshotPolicy = "快照策略"; public const string TITLE_GE_GrantedAbilities = "授予能力(Ability)"; public const string TITLE_GE_MOD = "修改器Modifier"; public const string TITLE_GE_TAG = "标签Tag"; public const string TITLE_GE_CUE = "提示Cue"; public const string TITLE_GE_TAG_AssetTags = "AssetTags - 该[游戏效果]自身的标签"; public const string TIP_GE_TAG_AssetTags = "AssetTags: 标签用于描述[游戏效果]自身的特定属性,包括但不限于伤害、治疗、控制等效果类型。\n这些标签有助于区分和定义[游戏效果]的作用和表现。\n可配合RemoveGameplayEffectsWithTags食用。"; public const string TITLE_GE_TAG_GrantedTags = "GrantedTags - 授予目标单位的标签"; public const string TIP_GE_TAG_GrantedTags = "GrantedTags: 当[游戏效果]生效时,标签会被添加到目标单位上,并在[游戏效果]失效时移除。\n该标签对即时型(Instant)[游戏效果]的无效。"; public const string TITLE_GE_TAG_ApplicationRequiredTags = "ApplicationRequiredTags - 应用该[游戏效果]的【全部】前提"; public const string TIP_GE_TAG_ApplicationRequiredTags = "ApplicationRequiredTags: [游戏效果]的目标单位必须具备【所有】这些标签才能应用于目标单位。\n如果想表达【任一】标签不可作用于目标,应该使用ApplicationImmunityTags标签。"; public const string TITLE_GE_TAG_OngoingRequiredTags = "OngoingRequiredTags - 激活该[游戏效果]的【全部】前提"; public const string TIP_GE_TAG_OngoingRequiredTags = "OngoingRequiredTags: [游戏效果]的目标单位必须具备【全部】这些标签,否则该效果不会触发。\n一旦[游戏效果]被施加,如果目标单位在效果持续期间标签发生变化,导致不再具备【全部】这些标签,效果将失效;反之,如果满足条件,效果将被激活。\n该标签对即时型(Instant)[游戏效果]的无效。"; public const string TITLE_GE_TAG_RemoveGameplayEffectsWithTags = "RemoveGameplayEffectsWithTags - 移除具有【任一】标签的[游戏效果]"; public const string TIP_GE_TAG_RemoveGameplayEffectsWithTags = "RemoveGameplayEffectsWithTags: [游戏效果]的目标单位当前持有的所有[游戏效果]中,其AssetTags或GrantedTags中具有【任一】这些标签的[游戏效果]将被移除。"; public const string TITLE_GE_TAG_ApplicationImmunityTags = "ApplicationImmunityTags - 无法应用于具有【任一】标签的目标"; public const string TIP_GE_TAG_ApplicationImmunityTags = "ApplicationImmunityTags: 该[游戏效果]无法作用于拥有【任一】这些标签的目标单位。"; public const string TITLE_GE_CUE_CueOnExecute = "CueOnExecute - 执行时触发"; public const string TITLE_GE_CUE_CueDurational = "CueDurational - 存在时持续触发"; public const string TITLE_GE_CUE_CueOnAdd = "CueOnAdd - 添加时触发"; public const string TITLE_GE_CUE_CueOnRemove = "CueOnRemove - 移除时触发"; public const string TITLE_GE_CUE_CueOnActivate = "CueOnActivate - 激活时触发"; public const string TITLE_GE_CUE_CueOnDeactivate = "CueOnDeactivate - 失活时触发"; public const string LABEL_GRANT_ABILITY = "授予能力"; public const string LABEL_GRANT_ABILITY_LEVEL = "能力等级"; public const string LABEL_GRANT_ABILITY_ACTIVATION_POLICY = "激活策略"; public const string LABEL_GRANT_ABILITY_DEACTIVATION_POLICY = "失活策略"; public const string LABEL_GRANT_ABILITY_REMOVE_POLICY = "移除策略"; public const string TIP_GRANT_ABILITY_ACTIVATION_POLICY = "None = 不激活,需要用户手动调用ASC相关接口激活; " + "WhenAdded = 添加时就激活;" + "SyncWithEffect = 同步GE,GE激活时激活"; public const string TIP_GRANT_ABILITY_DEACTIVATION_POLICY = "None = 无相关取消激活逻辑, 需要用户调用ASC取消激活; " + "SyncWithEffect = 同步GE,GE失活时取消激活"; public const string TIP_GRANT_ABILITY_REMOVE_POLICY = "None = 不移除能力;" + "SyncWithEffect = 同步GE,GE移除时移除" + "WhenEnd = 能力结束时,移除自身;" + "WhenCancel = 能力取消时,移除自身;" + "WhenCancelOrEnd = 能力取消或结束时,移除自身"; public const string TITLE_GE_STACKING = "堆叠配置"; public const string LABEL_GE_STACKING_CODENAME = "堆叠GE识别码"; public const string LABEL_GE_STACKING_TYPE = "堆叠类型"; public const string LABEL_GE_STACKING_COUNT = "堆叠上限"; public const string LABEL_GE_STACKING_DURATION_REFRESH_POLICY = "持续时间刷新策略"; public const string LABEL_GE_STACKING_PERIOD_RESET_POLICY = "周期重置策略"; public const string LABEL_GE_STACKING_EXPIRATION_POLICY = "持续时间结束策略"; public const string LABEL_GE_STACKING_DENY_OVERFLOW_APPLICATION = "溢出的GE不生效"; public const string LABEL_GE_STACKING_CLEAR_STACK_ON_OVERFLOW = "溢出时清空堆叠"; public const string LABEL_GE_STACKING_CLEAR_OVERFLOW_EFFECTS = "溢出时触发的GE"; #endregion #region Ability public const string ABILITY_BASEINFO="基本信息"; public const string TIP_UNAME = "U-Name非常重要!" + "GAS会使用U-Name作为Ability的标识符。" + "所以你必须保证U-Name的唯一性。" + "别担心,生成AbilityLib时工具会提醒你这一点。"; public const string ABILITY_CD_TIME="冷却时长"; public const string ABILITY_EFFECT_CD="冷却效果"; public const string ABILITY_EFFECT_COST="消耗效果"; public const string ABILITY_MANUAL_ENDABILITY = "手动结束能力"; public const string BUTTON_CHECK_TIMELINE_ABILITY = "查看/编辑能力时间轴"; public const string ABILITY_PLAY_RATE = "播放速率"; #endregion #region ASC public const string TIP_ASC_BASEINFO="基本信息只用于描述这个ASC,方便策划阅读理解该ASC。"; public const string ASC_BASE_TAG="固有标签"; public const string ASC_BASE_ABILITY="固有能力"; public const string ASC_AttributeSet="属性集"; #endregion #region Watcher public const string TIP_WATCHER = "该窗口用于监视GAS运行状态,建议在调试GAS的角色能力,效果时打开该窗口。"; public const string TIP_WATCHER_OnlyForGameRunning = "监视器只在游戏运行时可用."; #endregion #region Gameplay Cue public const string CUE_ANIMATION_PATH = "动画机相对路径"; public const string CUE_ANIMATION_INCLUDE_CHILDREN = "包括子节点"; public const string CUE_ANIMATION_INCLUDE_CHILDREN_ANIMATOR_TIP = "在自身及孩子节点中查找动画机, 当你的动画机路径不能完全确定时(例如: 不同的皮肤节点不一致), 可勾选此项"; public const string CUE_ANIMATION_STATE = "Animation State名"; public const string CUE_ANIMATION_PATH_TIP = "为空表示物体根节点,示例:'A'=根节点下名为'A'的子物体,'A/B'='A'节点下名为'B'的子物体"; public const string CUE_SOUND_EFFECT = "音效源"; public const string CUE_ATTACH_TO_OWNER = "是否附加到Owner"; public const string CUE_VFX_PREFAB = "特效预制体"; public const string CUE_VFX_OFFSET = "特效偏移"; public const string CUE_VFX_ROTATION = "特效旋转"; public const string CUE_VFX_SCALE = "特效缩放"; public const string CUE_VFX_ACTIVE_WHEN_ADDED = "是否在添加时就被激活"; #endregion } }